Bug fixing, improvements to furniture, jukebox change

Made casino jukebox music finally only appear on its proper jukebox
made tiles have material variable, allowing recovery of carpets from padding
made carpets give padding different colors
made stools also benefit from colored padding
Made modular sofas able to be made from plasteel and plastic
This commit is contained in:
Shadowfire
2020-03-07 09:49:36 +01:00
parent 010f01bf30
commit 3c3817ecd3
14 changed files with 230 additions and 14 deletions
@@ -102,9 +102,11 @@
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
if(istype(W,/obj/item/stack/tile/carpet))
padding_type = "carpet"
var/padding_type
if(istype(W,/obj/item/stack/tile/carpet)) //CHOMPEDIT: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future - Jack
var/obj/item/stack/tile/carpet/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
@@ -93,7 +93,9 @@
// Leaving this in for the sake of compilation.
/obj/structure/bed/chair/comfy
desc = "It's a chair. It looks comfy."
icon_state = "comfychair_preview"
icon = 'icons/obj/furniture_ch.dmi' //CHOMPEDIT START: Making the premade chairs not have the basic chair visible, sometime make the constructed ones work as well
icon_state = "comfychair"
base_icon = "comfychair" //CHOMPEDIT END
/obj/structure/bed/chair/comfy/brown/New(var/newloc,var/newmaterial)
..(newloc,"steel","leather")
@@ -16,4 +16,16 @@
/obj/structure/bed/chair/oldsofa/corner
icon_state = "sofacornerOLD"
base_icon = "sofacornerOLD"
base_icon = "sofacornerOLD"
/obj/structure/bed/chair/sofa/sif_ora/New(var/newloc,var/newmaterial)
..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
/obj/structure/bed/chair/sofa/left/sif_ora/New(var/newloc,var/newmaterial)
..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
/obj/structure/bed/chair/sofa/right/sif_ora/New(var/newloc,var/newmaterial)
..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
/obj/structure/bed/chair/sofa/corner/sif_ora/New(var/newloc,var/newmaterial)
..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
@@ -30,7 +30,7 @@ var/global/list/stool_cache = list() //haha stool
update_icon()
/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")
..(newloc,"steel",MAT_CARPET) //CHOMPEDIT: New tile material system
/obj/item/weapon/stool/update_icon()
// Prep icon.
@@ -121,9 +121,11 @@ var/global/list/stool_cache = list() //haha stool
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
if(istype(W,/obj/item/stack/tile/carpet))
padding_type = "carpet"
var/padding_type
if(istype(W,/obj/item/stack/tile/carpet)) //CHOMPEDIT: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future
var/obj/item/stack/tile/carpet/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))